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Oxnite
Aug 27th, 2011, 01:39 PM
Welcome to my first ever page with tools!
This page will be updated soon with a nice layout.

278 OxATTACK (http://www.mediafire.com/?38a65sm83qsn5ku) Pokémon Black & White Attack Editor | Version 1.6

Abbreviated as OxAT, OxATTACK is a tool that lets you edit attacks (moves) in Pokémon Black and White.
In the newest version 1.6, move mechanics are editable and some more effect descriptions have been added.
For now, the tool can edit the following aspects:
Type
Category
Power
PP
Accuracy
Secondary effect
Stat manipulation
Basic effect
Critical Hit ratio
Opponent(s)
Priority
Frequency
Move mechanics

Click here to download OxATTACK Version 1.6 (http://www.mediafire.com/?38a65sm83qsn5ku).

Big thanks and credits to TwistedFatal (http://projectpokemon.org/forums/member.php?6174-twistedfatal), who helped me a lot with the tool creation!

I hope you like the tool(s). If you find any bugs, please report them here.
None of my tools are known to be 100% stable, so please remember to make back-ups.

twistedfatal
Aug 27th, 2011, 02:55 PM
nice 1 :)

Oxnite
Aug 27th, 2011, 03:13 PM
nice 1 :)

Thanks -- and thank you so much for all of your help! =)

Andibad
Aug 27th, 2011, 03:14 PM
Ow great XD, i suggest disable all control if no any narc is loaded, thank you :) , wow XD

Edit: 1. if i change another move is must save if i want change another move?

Oxnite
Aug 27th, 2011, 04:37 PM
Ow great XD, i suggest disable all control if no any narc is loaded, thank you :) , wow XD

Edit: 1. if i change another move is must save if i want change another move?

About your question: yes, you should use Save NARC everytime you edit a move.

On that note, I'm currently uploading a newer version with slight changes -- it has disabled boxes before the right NARC has been opened. It also has an updated Effects list and more. =)
EDIT: Version 1.0.1 uploaded.

Thanks for your feedback and support! Please tell me about any bugs!

Rinax
Aug 27th, 2011, 05:44 PM
Looking nice so far!

I guess this is why you haven't done anything with Black & White Deluxe. (I'm not complaining!)

I'll be sure to play around with your tools.

Andibad
Aug 28th, 2011, 12:09 AM
I will help you some attack editor, and PRC source code was available you can used some data is can help you out. I little not research attack data so i don't know another extra data....

for HP is really 50 % ?

But i think on effect code, you can added a label is indicate about number code, because if just effect description is will confused about number id.
if you hidden some ??? label/dropbox you can disable maximize for these class not ready (for public~)

Oxnite
Aug 28th, 2011, 05:42 AM
Looking nice so far!

I guess this is why you haven't done anything with Black & White Deluxe. (I'm not complaining!)

I'll be sure to play around with your tools.

Hehe, well I'm still working on it! I might release a new version today.. Not sure.


I will help you some attack editor, and PRC source code was available you can used some data is can help you out. I little not research attack data so i don't know another extra data....

for HP is really 50 % ?

But i think on effect code, you can added a label is indicate about number code, because if just effect description is will confused about number id.
if you hidden some ??? label/dropbox you can disable maximize for these class not ready (for public~)

Yes, I always thought that moves like Milk Drink, Softboiled etc. restored 50% of the user's HP?
About the number code.. You mean like:
01 - Effect description
02 - Effect description
103 - Effect description...
etc.

Like that? Because I'll implement it if that's indeed easier to work with.

About the dropboxes, yes I should have disabled them, but lol if you mess up your rom with it, it's rather your own fault, I made them ''invisible'' for a reason hehe. But yeah you're right I should disable them as well.

I'm planning to release a newer version soon, it should have:
- An expanded list of effect names
- Editable 'HP restoration'
- Editable 'Recoil'
- Editable mechanics

Andibad
Aug 28th, 2011, 06:10 AM
hehehehe is not my fault, i just see it by accident (win 7 aero effect) XD , ''invisible'' ?but i still can see it XD

anyway thank you for create this tools, yeah is another tools but is not too bad, is really helpfull because you tools used narc soo is really safe from ROM damage (hex offset was replaced with wrong place).

XD i just researching item data and maybe i started to create tools for more easy to edit xD (I not promise it will share in here XD)

Since is not increase data, and this narc is a static (not change on filesize) so not need extra class to controll on header data.... xD

Oxnite
Aug 28th, 2011, 07:21 AM
hehehehe is not my fault, i just see it by accident (win 7 aero effect) XD , ''invisible'' ?but i still can see it XD

anyway thank you for create this tools, yeah is another tools but is not too bad, is really helpfull because you tools used narc soo is really safe from ROM damage (hex offset was replaced with wrong place).

XD i just researching item data and maybe i started to create tools for more easy to edit xD (I not promise it will share in here XD)

Since is not increase data, and this narc is a static (not change on filesize) so not need extra class to controll on header data.... xD

Oh haha okay!
Anyway I hope to be able to improve this tool soon. (Now I'm back working on my hack, lol).

Serperior
Aug 30th, 2011, 10:28 AM
I have a problem with this tool sometimes. It sometimes works without giving me any messages, but sometimes when I save it says something about an arythmetic error...

For example, I edited Shadow Ball and made it 90 base power, I saved, and there was no problem.

I edited Dark Void and made it 85 Accuracy, and when I save the error occurs...

And a curious example, when I edit Absorb and make it 25 base power, there is no problem, but if I make it 30, the arythmetic error after saving happens...

The tool is fantastic, and I'd like to know if this is my fault or if it is actually a bug...

EDIT: Ok, sorry, it was my fault. The problem was that I typed the number and didn't select it on the list. Sorry, and thanks for the tool, which works well and makes things easier.

Andibad
Sep 2nd, 2011, 12:52 PM
But this tools is forgotten some unknown value, if oxnite was create unknown value with hex offset, i will help him for define some unknown value, and i try test it so it will quickly...

but i wondering about move is not affect with mirror/reflect move, king rock item, ect o.oa, or song move state ...

yeah Dx but if i have full time to create tools for help me out for researching some data, i can help someone but now i just confused with my schedule on my college. Yeah i just like my schedule program, is a Programming class XD and i don't know pick C# or delphi XD

anyway, you tools is make me easier to define some attack data more easy, fast, and accurate, so i no need create bookmarking and some script to see one by one ;) anyway thank you (well i used PRC too, maybe i will manipulate that SC to made more easier for me)

Oxnite
Sep 3rd, 2011, 06:20 AM
EDIT: Ok, sorry, it was my fault. The problem was that I typed the number and didn't select it on the list. Sorry, and thanks for the tool, which works well and makes things easier.

Alright! I'm very glad to know that it's not a bug after all. I guess no real bugs are found so far, so that's great. =)


But this tools is forgotten some unknown value, if oxnite was create unknown value with hex offset, i will help him for define some unknown value, and i try test it so it will quickly...

but i wondering about move is not affect with mirror/reflect move, king rock item, ect o.oa, or song move state ...

anyway, you tools is make me easier to define some attack data more easy, fast, and accurate, so i no need create bookmarking and some script to see one by one ;) anyway thank you (well i used PRC too, maybe i will manipulate that SC to made more easier for me)

About the unknown values, I know I still have to add them (in fact, they are even programmed in the tool if you make the tool wider). However, I'm not sure how to code it.. I still have to find a way for that.

Andibad
Sep 3rd, 2011, 09:40 AM
but overall, layout on you tools is nice ;) and don't try make windows size is over than 900 x 900 pixel XD

ps: i will added you tools in my database ;)

Oxnite
Sep 3rd, 2011, 04:46 PM
but overall, layout on you tools is nice ;) and don't try make windows size is over than 900 x 900 pixel XD

ps: i will added you tools in my database ;)

Thank you very much for the compliment, Andibad.
I'll try to maintain the current window size. =)

Oxnite
Sep 8th, 2011, 03:58 PM
Here's the newest Version 1.6 of OxATTACK (http://www.megaupload.com/?d=UTCNBL6O)!

What's new in Version 1.6?
---------------------------
--> Move Mechanics are now editable (added in a tab system).
--> Several new Effect descriptions have been added (eventually all effects have descriptions).
--> Several effect descriptions are now numbered (eventually they will all be numbered).
--> Information is now shown in a pop-up balloon when you hover over certain objects.

I hope you like the tools!
More tools will be released soon!

Delta Blast Burn
Sep 8th, 2011, 08:00 PM
Every time I choose Powder Snow I get an invalid argument error saying "SelectedIndex = 19"

Oxnite
Sep 9th, 2011, 12:37 PM
Every time I choose Powder Snow I get an invalid argument error saying "SelectedIndex = 19"

I'm not very sure what's causing that because Powder Snow works for me.
1. Are you editing an already edited move data file? For example, if the new move has a PP of 200, it can cause an error because the tool can only handle 1-99 PP (because >99 PP gives a weird error with question marks in-game).
2. Did you carefully select the move from the box? If you type in a name, first scroll down one time to select the right move in the list. If you don't, no move will show up.

megamonk4
Sep 11th, 2011, 02:41 PM
Thank you for making this program, :D.

I do have a problem/question though. Out of all moves I edited, the only one that came up with an error was Take Down. The only thing I've changed was the ACC to 100.

This error appeared when I changed it.
Invalid Argument=Value of '112' is not valid for 'Selected Index'. Parameter name: Selected Index

And details from detail box if need to be seen...
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.ArgumentOutOfRangeException: InvalidArgument=Value of '112' is not valid for 'SelectedIndex'.
Parameter name: SelectedIndex
at System.Windows.Forms.ComboBox.set_SelectedIndex(In t32 value)
at OxAT.Form1.cmbMove_SelectedIndexChanged(Object sender, EventArgs e)
at System.Windows.Forms.ComboBox.OnSelectedIndexChang ed(EventArgs e)
at System.Windows.Forms.ComboBox.WmReflectCommand(Mes sage& m)
at System.Windows.Forms.ComboBox.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.O nMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.W ndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
OxAT
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Users/KTaylorII/Downloads/pokemon/5th%20gen%20attack%20editor/OxATTACK%20Version%201.6/OxATTACK%201.6.exe
----------------------------------------
Microsoft.VisualBasic
Assembly Version: 10.0.0.0
Win32 Version: 10.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/Microsoft.VisualBasic/v4.0_10.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Runtime.Remoting
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Runtime.Remoting/v4.0_4.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.

Oxnite
Sep 11th, 2011, 02:57 PM
Thank you for making this program, :D.

I do have a problem/question though. Out of all moves I edited, the only one that came up with an error was Take Down. The only thing I've changed was the ACC to 100.

That probably has to do with Take Down being a recoil move..
I still have to figure that out.

However, I might have lost the source of this tool while I was creating a new tool. O.O
So I'll see what I can do..

megamonk4
Sep 11th, 2011, 05:00 PM
That sucks...When I changed Head Smash ACC, it was fine.

Although I received that error, would it be fine for me to still use the narc?

FatefulEncounter
Sep 11th, 2011, 08:26 PM
i came across this snag while i was messing with moves: i tried editing Memento to be a purely stat lowering move that lowers all stats by 1. when i tried using it in battle, it didn't work. all it did was say "so and so used memento" and then nothing even happened. however, when i tried to make it so it lowers attack, special attack, and evasion, it worked. has anyone successfully changed a move to lower all stats at once? i'd like to know what conditions must be in place. : /

Oxnite
Sep 12th, 2011, 10:58 AM
@Megamonk4, I'm not sure.. You should open the .narc again with this tool and open Take Down to see if the error still shows up.
If it does, I'd recommend to use a new narc.. Sorry for any inconvenience.


i came across this snag while i was messing with moves: i tried editing Memento to be a purely stat lowering move that lowers all stats by 1. when i tried using it in battle, it didn't work. all it did was say "so and so used memento" and then nothing even happened. however, when i tried to make it so it lowers attack, special attack, and evasion, it worked. has anyone successfully changed a move to lower all stats at once? i'd like to know what conditions must be in place. : /

You should open a move like Silver Wind or AncientPower and check what 'Effect Category' and 'Effect' it has. Then, you could make Memento a similar move.

megamonk4
Sep 12th, 2011, 05:48 PM
@Megamonk4, I'm not sure.. You should open the .narc again with this tool and open Take Down to see if the error still shows up.
If it does, I'd recommend to use a new narc.. Sorry for any inconvenience.



You should open a move like Silver Wind or AncientPower and check what 'Effect Category' and 'Effect' it has. Then, you could make Memento a similar move.

Hmm...It appears that I may have been wrong about the other recoil moves. I thought that I was able to edit those as well, now I see when I checked back on those, that I was wrong.

Is there another way how I alter the power/accuracy on recoil moves?

FatefulEncounter
Sep 12th, 2011, 06:17 PM
do you have any clue as to what "7" means under effect category?

ive tried several different combinations between effect categories/effects/stat manipulations and i just cant figure out how to make it work. maybe there are other special conditions regarding the "all" stat manipulation.

Oxnite
Sep 13th, 2011, 10:40 AM
Hmm...It appears that I may have been wrong about the other recoil moves. I thought that I was able to edit those as well, now I see when I checked back on those, that I was wrong.

Is there another way how I alter the power/accuracy on recoil moves?

I don't think there is as of yet.. If I can find the source of my project, editing recoil moves will be definitely included in a newer version. (You could also edit them manually by hex editing).


do you have any clue as to what "7" means under effect category?

ive tried several different combinations between effect categories/effects/stat manipulations and i just cant figure out how to make it work. maybe there are other special conditions regarding the "all" stat manipulation.

Do Silver Wind etc. have a '7' under Effect Category? Did you try to give Memento this value and then see if it works? If you copy all Silver Wind's values (including Effect, Effect Category, etc.) I guess it should work.. Or else there's indeed another important value I missed, but I doubt it.

megamonk4
Sep 13th, 2011, 05:13 PM
I don't think there is as of yet.. If I can find the source of my project, editing recoil moves will be definitely included in a newer version. (You could also edit them manually by hex editing).



Do Silver Wind etc. have a '7' under Effect Category? Did you try to give Memento this value and then see if it works? If you copy all Silver Wind's values (including Effect, Effect Category, etc.) I guess it should work.. Or else there's indeed another important value I missed, but I doubt it.

Sorry, I've searched around the forums(google too), but I haven't seen any infomation on how to hex edit the moves. Could you refer me to a thread or possibly tell me how to do this?

aninymouse
Sep 13th, 2011, 07:54 PM
Could you look into the %HP healed bytes in the next update? Having a move heal a different percent than 50% all the time would be interesting and unique. I notice you have a field for this built in, but it is disabled, of course.

pkmntrainerBW
Sep 13th, 2011, 08:32 PM
I believe there is a thread somewhere in this Sub-Forum that should be labeled "Move Data".

Andibad
Sep 13th, 2011, 09:27 PM
BW-Move data (attack) on ROM editing help section.

Kyo
Oct 23rd, 2011, 11:22 AM
There is a tutorial for it? I'm searching for narc's archives of attack moves but I don't find it...

Andibad
Oct 23rd, 2011, 12:17 PM
@Kyo: please search again... you just lazy to find.

Thread about move / attack data on:
http://projectpokemon.org/forums/showthread.php?15629-BW-Move-Data

a/0/2/1...

Kyo
Oct 23rd, 2011, 07:30 PM
Thank you... I'm not lazy just searching at wrong places lol thanks again man!! =D

Amon-ra
Oct 26th, 2011, 02:22 PM
I have search and several attacks found that when I went, from the beginning until the end of the atack list was said to have an effect and when I went from end to beginning said another effect. Only the new generation of attacks did not show this error. Would be a mistake to read hex?

Blarghing
Nov 16th, 2011, 04:52 AM
I'm having issues concerning Hit + restore user health moves. For example, I changed the type of Leech Life from Bug to Dark, and that caused the healing to disappear completely. I tested this with various other edits, all with the same result of the healing being eliminated. Any thoughts?

megamonk4
Dec 17th, 2011, 04:07 AM
I'm having a few problems with the results of editing my moves.

I can not seem to alter a move to something else completely. I gave Ingrain the exact same effects as Aqua Ring(so it wouldn't prevent switching), but it doesn't work at all. It says that the move failed.
I tried to give Worry Seed and Gastro Acid a secondary effect, but they don't perform any of their effects at all, they would only deal damage.
I made Fury Cutter similar to Metal Claw, BP 50 with a chance to raise the pokemon's attack, but all it did was increase the power of the move and retained the same effect to double damage over time.
I made SolarBeam, Sky Attack, and Razor Wind from 2-turn to 1-turn moves, but the move would still perform the charging animation; Although it did this, it dealt the damage of the move and ended there(so being a 1-turn move in the end regardless, just not the way i would expect it).
I tried to make Beat Up a 2-5 multi-hit move, but it still had the same effects as before(# of hits determined by party), just with base BP instead of relying on pokemon strength.

ugpower
Jan 4th, 2012, 02:04 AM
In which language was the program written in? I'm wondering if it's possible some damage values in your program so that they also show up in-game. Do you think it would be possible to, let's say, make the damage dealt from gyro ball "Base Power = 20 × (Target's Current Speed / User's Current Speed)" with a maximum value of 80???

Andibad
Jan 4th, 2012, 03:57 AM
^ C# , but that not simple as you formula, since is have 2 value are random on you condition on the game...

for that calculation is very simple just using a standard math operation plus sqrt or something is simple to add, but is useless for me.

ugpower
Jan 4th, 2012, 12:56 PM
Not to be rude, but I didn't understand what you meant in the previous reply. It may mostly be because I'm not a developer myself, but I didn't get the point. Sorry.

Serperior
Jan 7th, 2012, 03:05 PM
I am having a problem with the move Absorb. I don't know what I have touched, but now it heals the opponent's Pokémon and does no damage! I picked a clean Rom, and extracted the Narc from it to copy Absorb's effect, but it doesn't work. If I set Absorb as a Damage-dealing move with the effect 3 / Hit + restores user's HP, it just does damage, and if I I set Absorb as a Heals the user move with the effect 3 / Hit + restores user's HP, it heals the opponent. I don't know what to do with this. By the way, I am using OxAttack 1.6.

Detectiv
Jan 12th, 2012, 10:33 AM
I couldn't find any bugs and the tool is really useful. Will future versions edit abilities too? Thanks for a great, user-friendly tool!

Cherubi
Mar 10th, 2012, 02:56 PM
hello anyone.. i want try this awesome tool, but since megaupload no longer works i cant download this file... can u help me by reupload the tools at some sharing sites (ex: mediafire, 4shared)??

HarmfulDesign
Mar 25th, 2012, 01:25 AM
Hello everyone,

What I'm about to ask may prove to be a complicated task, but is it possible to edit the data for Fusion Bolt/Fusion Flare so they always use their powered-up animation?

Cirek
Mar 25th, 2012, 06:17 PM
Hello, can somebody may insert a working link?

HarmfulDesign
Mar 27th, 2012, 01:29 AM
Google "swampert tools". I just downloaded it from there a few days ago.

Cherubi
Mar 28th, 2012, 04:54 AM
Google "swampert tools". I just downloaded it from there a few days ago.
ohh many thanks u're so helpful

DeusEverto
Apr 10th, 2012, 12:43 AM
I was trying to make a U-Turn, but for each type(like using Teleport and Withdraw, changing their effects and whatnot to match Volt Switch but change the Type), and it never works. The attack deals damage, but it doesn't switch out. Everything is basically the same as U-Turn and Volt Switch, but it doesn't work. I also tried to make Quash like Dragon Tail, but it doesn't work either. It only deals damage. Please help. I am trying to do a big hack-type thing for some friends and myself to battle with. I just don't know why it isn't working. :/

IAL32
Apr 18th, 2012, 09:32 AM
MU link don't work :|

Triston1zn
Jun 23rd, 2012, 12:57 PM
oxnite dude!, wanted to say awesome job!!!...and thanks a bunch!....I've been looking to edit infernape's mach punch for a long while now. Since i'm still learning the C# language etc....I thought it would take me a while before I could edit attacks.....but thanks to you I've managed to change mach punch from a 40 to an 80!...haha!...brilliant, user friendly and a variety of choices......highest compliment I could give.

Triston1zn
Jun 26th, 2012, 04:09 AM
Hey OX...sorry for the double post but just thought I'd report a bug I picked up......I tried changing the power of my cyndaquil's flame charge from 40 to 80 power....and it worked....however the move lost it's secondary effect and my cyndaquil no longer has its speed boosted when it hits the move....

Not really a big deal for me personally as I see it as a ''balancing effect''....would make the move very unfair to be so powerful and boost speed, but just thought I'd report it anyway, incase it also effects some other moves...

Moonlight
Jul 24th, 2012, 08:26 AM
Hey OxNite, thanks for this awesome tool! I'm working on an edit of B2/W2 and moves are one thing that I can work on at this time thanks to your program :)

Do you know whether it's possible to edit recoil moves? Whenever I edit any aspect of a recoil move (Wild Charge, Submission) it seems to corrupt the .narc.

Thanks!

pokemon licker
Jul 24th, 2012, 10:18 AM
what does it do

doredialove
Aug 3rd, 2012, 09:25 PM
Hi there. I am new to this forum and I need some help with this tool.
I have just found this amazing tool today and I tried to use it to modify the move "Petal Dance" to be without any effect, but it did not work.
The move still hits 2-3 continuous turns and gets the user confused.
Can anyone help me?

Delta Blast Burn
Aug 23rd, 2012, 11:24 PM
Hey Ox, I was using your tool, and noticed that effect 196 is incorrectly labled as "more damage on heavier foes", when it should be "user recieves 1/3 recoil damage".